Ok, reason is simple, namcos21.c has many, many cases that can cause an array to be accessed out of bounds. Adding (hacking) masks everywhere (eg. value = array[offset & arraysize-1]) would fix this crash, but since it's an unexpected overflow, the game would probably mess up at that point anyway.

This driver could really use a cleanup/update, too bad that Stroff isn't active lately.

No.07010

Haze

Senior Tester

Jan 5, 2011, 14:32

Most of the Namco stuff could do with a cleanup/update to be honest, and I doubt Stoff would be your man for doing that.

He was very, very good at figuring things out, and making them work, but yeah, his code also tended to be very dirty and unsafe in places. Not as bad as Acho-code, it was readable, and he didn't start hacking core functions, but in some places just as problematic.

I'd say if you want to clean it up, or at least make it safe, then go for it. I'm sure the more recent developments plus the likes of the C++ support we have now could be used to clean up a lot of the places where he's tried to fit multiple hardware emulations into a single file with 100000 defines in order to avoid duplicating code as well. To properly convert all the Namco stuff into video devices is going to be a considerable amount of work.

No.08357

NekoEd

Senior Tester

Mar 15, 2012, 15:08

I've adjusted the severity to Critical (MAME) as the game crashes MAME, not just itself.

Reproduced 2012-03-15 in SDLMAME64 0.145u4, game exited partway through first level with no error indication, but definitely an abnormal exit (no closeout information is displayed, it just punts back to the shell.)

No.10709

haynor666

Tester

May 15, 2014, 20:57

in 153 mame just quits without any error reaching the same point in first level. Finally it can played at 100% on 4670k